This commit is contained in:
MuHua-123
2024-11-29 18:10:02 +08:00
parent 84243e75a8
commit 698464b9d7
81 changed files with 3073 additions and 671 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询边交点
/// </summary>
public class FindSideIntersectPoint : UnitFind<SideIntersectPoint> {
public readonly float FindRange = 0.01f;
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.I.AssetsPlate;
/// <summary> 查询边交点 </summary>
public FindSideIntersectPoint() { }
public bool Find(Vector3 position, out SideIntersectPoint sip) {
sip = new SideIntersectPoint();
List<DataPlate> plates = AssetsPlate.Datas;
for (int i = 0; i < plates.Count; i++) {
Vector3 localPosition = position - plates[i].dataDesign.position;
sip.side = Find(plates[i], localPosition, out sip.intersectPoint);
sip.intersectPoint += plates[i].dataDesign.position;
if (sip.side != null) { return true; }
}
return false;
}
/// <summary> 查询匹配的边 </summary>
private DataPlateSide Find(DataPlate plate, Vector3 localPosition, out Vector3 intersectPoint) {
intersectPoint = Vector3.zero;
for (int i = 0; i < plate.plateSides.Count; i++) {
DataPlateSide side = Find(plate.plateSides[i], localPosition, out intersectPoint);
if (side != null) { return side; }
}
return null;
}
/// <summary> 查询匹配的边 </summary>
private DataPlateSide Find(DataPlateSide side, Vector3 localPosition, out Vector3 intersectPoint) {
intersectPoint = Vector3.zero;
for (int i = 0; i < side.dataDesign.lines.Length; i++) {
Vector3 a = side.dataDesign.lines[i].a;
Vector3 b = side.dataDesign.lines[i].b;
float distance = ProjectDistance(a, b, localPosition, out intersectPoint);
if (distance < FindRange) { return side; }
}
return null;
}
/// <summary>
/// 向量投影法
/// 计算点c到线段ab最近的点
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="c"></param>
/// <returns>如果不在线段上返回 float.MaxValue</returns>
public static float ProjectDistance(Vector3 a, Vector3 b, Vector3 c, out Vector3 intersectPoint) {
Vector3 ab = b - a;
Vector3 ac = c - a;
Vector3 p = Vector3.Project(ac, ab);
intersectPoint = p + a;
if (ab.normalized != p.normalized) { return float.MaxValue; }
if (ab.magnitude < p.magnitude) { return float.MaxValue; }
return Vector3.Distance(c, p + a);
}
}
/// <summary>
/// 边交点
/// </summary>
public class SideIntersectPoint {
/// <summary> 匹配的边 </summary>
public DataPlateSide side;
/// <summary> 交点 </summary>
public Vector3 intersectPoint;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface UnitFind<Data> {
/// <summary> 查询 </summary>
public bool Find(Vector3 position, out Data data);
}
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